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<a href="#pub-types">Public Types</a> &#124;
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
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<div class="title">UIRoot Class Reference</div>  </div>
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<p>This is a script used to keep the game object scaled to 2/(Screen.height). If you use it, be sure to NOT use <a class="el" href="class_u_i_ortho_camera.html" title="Convenience script that resizes the camera&#39;s orthographic size to match the screen size...">UIOrthoCamera</a> at the same time.  
 <a href="class_u_i_root.html#details">More...</a></p>
<div class="dynheader">
Inheritance diagram for UIRoot:</div>
<div class="dyncontent">
 <div class="center">
  <img src="class_u_i_root.png" usemap="#UIRoot_map" alt=""/>
  <map id="UIRoot_map" name="UIRoot_map">
</map>
 </div></div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:ab4bdcf4a30bcf1e31d8e74d1e907d88f"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88f">Scaling</a> { <a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88fa13b303a6c0d90897b5375ce901acc445">Scaling.Flexible</a>, 
<a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88fae85c071596f0dfdf2e6b4b5c8633445c">Scaling.Constrained</a>, 
<a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88fa97abfea345e0921818979b0016f12d75">Scaling.ConstrainedOnMobiles</a>
 }</td></tr>
<tr class="separator:ab4bdcf4a30bcf1e31d8e74d1e907d88f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a108ca92ce7dd5aab641b118b910c0f4d"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4d">Constraint</a> { <a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4da01e49ee7364d951a3d1bdea7dd3a1b7b">Constraint.Fit</a>, 
<a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4dadb3e3f51c9107e26c9bccf9a188ce2ed">Constraint.Fill</a>, 
<a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4da2de491ff33ddf79f69b81ece65e32b25">Constraint.FitWidth</a>, 
<a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4da9f1e514d3c6fb1fec0775da4fda6b93d">Constraint.FitHeight</a>
 }</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:ac280a2e60fd68267b65fc23c81810386"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#ac280a2e60fd68267b65fc23c81810386">GetPixelSizeAdjustment</a> (int height)</td></tr>
<tr class="memdesc:ac280a2e60fd68267b65fc23c81810386"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculate the pixel size adjustment at the specified screen height value.  <a href="#ac280a2e60fd68267b65fc23c81810386">More...</a><br /></td></tr>
<tr class="separator:ac280a2e60fd68267b65fc23c81810386"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:a4e148ea4dc283ea817913e710b30a942"><td class="memItemLeft" align="right" valign="top">static float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a4e148ea4dc283ea817913e710b30a942">GetPixelSizeAdjustment</a> (GameObject go)</td></tr>
<tr class="memdesc:a4e148ea4dc283ea817913e710b30a942"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper function that figures out the pixel size adjustment for the specified game object.  <a href="#a4e148ea4dc283ea817913e710b30a942">More...</a><br /></td></tr>
<tr class="separator:a4e148ea4dc283ea817913e710b30a942"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a03985adf2b3e8e378a81a0c8c10f9a94"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a03985adf2b3e8e378a81a0c8c10f9a94">Broadcast</a> (string funcName)</td></tr>
<tr class="memdesc:a03985adf2b3e8e378a81a0c8c10f9a94"><td class="mdescLeft">&#160;</td><td class="mdescRight">Broadcast the specified message to the entire UI.  <a href="#a03985adf2b3e8e378a81a0c8c10f9a94">More...</a><br /></td></tr>
<tr class="separator:a03985adf2b3e8e378a81a0c8c10f9a94"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abb7a8252d60c15af65dc82b38ae9c622"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#abb7a8252d60c15af65dc82b38ae9c622">Broadcast</a> (string funcName, object param)</td></tr>
<tr class="memdesc:abb7a8252d60c15af65dc82b38ae9c622"><td class="mdescLeft">&#160;</td><td class="mdescRight">Broadcast the specified message to the entire UI.  <a href="#abb7a8252d60c15af65dc82b38ae9c622">More...</a><br /></td></tr>
<tr class="separator:abb7a8252d60c15af65dc82b38ae9c622"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a9d99eec64574f4a0aee556936c50e0d7"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88f">Scaling</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a9d99eec64574f4a0aee556936c50e0d7">scalingStyle</a> = Scaling.Flexible</td></tr>
<tr class="memdesc:a9d99eec64574f4a0aee556936c50e0d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Type of scaling used by the <a class="el" href="class_u_i_root.html" title="This is a script used to keep the game object scaled to 2/(Screen.height). If you use it...">UIRoot</a>.  <a href="#a9d99eec64574f4a0aee556936c50e0d7">More...</a><br /></td></tr>
<tr class="separator:a9d99eec64574f4a0aee556936c50e0d7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4003c4549281104e8757b02e04cd18a1"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a4003c4549281104e8757b02e04cd18a1">manualWidth</a> = 1280</td></tr>
<tr class="memdesc:a4003c4549281104e8757b02e04cd18a1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Width of the screen, used when the scaling style is set to Flexible.  <a href="#a4003c4549281104e8757b02e04cd18a1">More...</a><br /></td></tr>
<tr class="separator:a4003c4549281104e8757b02e04cd18a1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2f0f14dc2996d287f10fad26a7985522"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a2f0f14dc2996d287f10fad26a7985522">manualHeight</a> = 720</td></tr>
<tr class="memdesc:a2f0f14dc2996d287f10fad26a7985522"><td class="mdescLeft">&#160;</td><td class="mdescRight">Height of the screen when the scaling style is set to FixedSize or Flexible.  <a href="#a2f0f14dc2996d287f10fad26a7985522">More...</a><br /></td></tr>
<tr class="separator:a2f0f14dc2996d287f10fad26a7985522"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9028b6625b85763c4680d9c16c788b29"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a9028b6625b85763c4680d9c16c788b29">minimumHeight</a> = 320</td></tr>
<tr class="memdesc:a9028b6625b85763c4680d9c16c788b29"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the screen height goes below this value, it will be as if the scaling style is set to FixedSize with manualHeight of this value.  <a href="#a9028b6625b85763c4680d9c16c788b29">More...</a><br /></td></tr>
<tr class="separator:a9028b6625b85763c4680d9c16c788b29"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a16bef9c1fc8b5bb00f7b6c6ae321d85c"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a16bef9c1fc8b5bb00f7b6c6ae321d85c">maximumHeight</a> = 1536</td></tr>
<tr class="memdesc:a16bef9c1fc8b5bb00f7b6c6ae321d85c"><td class="mdescLeft">&#160;</td><td class="mdescRight">If the screen height goes above this value, it will be as if the scaling style is set to Fixed Height with manualHeight of this value.  <a href="#a16bef9c1fc8b5bb00f7b6c6ae321d85c">More...</a><br /></td></tr>
<tr class="separator:a16bef9c1fc8b5bb00f7b6c6ae321d85c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a67f4b1115c17b9ae39c1d325dc34dd22"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a67f4b1115c17b9ae39c1d325dc34dd22">fitWidth</a> = false</td></tr>
<tr class="memdesc:a67f4b1115c17b9ae39c1d325dc34dd22"><td class="mdescLeft">&#160;</td><td class="mdescRight">When Constraint is on, controls whether the content must be restricted horizontally to be at least 'manualWidth' wide.  <a href="#a67f4b1115c17b9ae39c1d325dc34dd22">More...</a><br /></td></tr>
<tr class="separator:a67f4b1115c17b9ae39c1d325dc34dd22"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a75afa9469ad919efd40e5266515e5437"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a75afa9469ad919efd40e5266515e5437">fitHeight</a> = true</td></tr>
<tr class="memdesc:a75afa9469ad919efd40e5266515e5437"><td class="mdescLeft">&#160;</td><td class="mdescRight">When Constraint is on, controls whether the content must be restricted vertically to be at least 'Manual Height' tall.  <a href="#a75afa9469ad919efd40e5266515e5437">More...</a><br /></td></tr>
<tr class="separator:a75afa9469ad919efd40e5266515e5437"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3604c2bc9bec0549909ae08aabfd02b9"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a3604c2bc9bec0549909ae08aabfd02b9">adjustByDPI</a> = false</td></tr>
<tr class="memdesc:a3604c2bc9bec0549909ae08aabfd02b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the final value will be adjusted by the device's DPI setting. Used when the Scaling is set to Pixel-Perfect.  <a href="#a3604c2bc9bec0549909ae08aabfd02b9">More...</a><br /></td></tr>
<tr class="separator:a3604c2bc9bec0549909ae08aabfd02b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a96c9d5299eeb519af61f3616ebd4806e"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a96c9d5299eeb519af61f3616ebd4806e">shrinkPortraitUI</a> = false</td></tr>
<tr class="memdesc:a96c9d5299eeb519af61f3616ebd4806e"><td class="mdescLeft">&#160;</td><td class="mdescRight">If set and the game is in portrait mode, the UI will shrink based on the screen's width instead of height. Used when the Scaling is set to Pixel-Perfect.  <a href="#a96c9d5299eeb519af61f3616ebd4806e">More...</a><br /></td></tr>
<tr class="separator:a96c9d5299eeb519af61f3616ebd4806e"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:ab004ed3d0404973559f3d92a6a08bac5"><td class="memItemLeft" align="right" valign="top">static List&lt; <a class="el" href="class_u_i_root.html">UIRoot</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#ab004ed3d0404973559f3d92a6a08bac5">list</a> = new List&lt;<a class="el" href="class_u_i_root.html">UIRoot</a>&gt;()</td></tr>
<tr class="memdesc:ab004ed3d0404973559f3d92a6a08bac5"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of all UIRoots present in the scene.  <a href="#ab004ed3d0404973559f3d92a6a08bac5">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-methods"></a>
Protected Member Functions</h2></td></tr>
<tr class="memitem:ac3c23eae7305f0d07d7a693cef59c370"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#ac3c23eae7305f0d07d7a693cef59c370">Awake</a> ()</td></tr>
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<tr class="memitem:a4f69be8f4025cd302029e7eb53c1b08c"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a4f69be8f4025cd302029e7eb53c1b08c">OnEnable</a> ()</td></tr>
<tr class="separator:a4f69be8f4025cd302029e7eb53c1b08c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0fa2ef3b67fa76e84bce5717d8bcf16b"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a0fa2ef3b67fa76e84bce5717d8bcf16b">OnDisable</a> ()</td></tr>
<tr class="separator:a0fa2ef3b67fa76e84bce5717d8bcf16b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:accad5b1fb933e6711baa4088ae98fb19"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#accad5b1fb933e6711baa4088ae98fb19">Start</a> ()</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:ae5249ea0c950869ccbdfef3fc785eddd"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4d">Constraint</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#ae5249ea0c950869ccbdfef3fc785eddd">constraint</a><code> [get]</code></td></tr>
<tr class="memdesc:ae5249ea0c950869ccbdfef3fc785eddd"><td class="mdescLeft">&#160;</td><td class="mdescRight">When the UI scaling is constrained, this controls the type of constraint that further fine-tunes how it's scaled.  <a href="#ae5249ea0c950869ccbdfef3fc785eddd">More...</a><br /></td></tr>
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<tr class="memitem:a9422faee81a8100e8e83739cfab18d6b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88f">Scaling</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a9422faee81a8100e8e83739cfab18d6b">activeScaling</a><code> [get]</code></td></tr>
<tr class="memdesc:a9422faee81a8100e8e83739cfab18d6b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Active scaling type, based on platform.  <a href="#a9422faee81a8100e8e83739cfab18d6b">More...</a><br /></td></tr>
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<tr class="memitem:a045aee89e3946173878292d82c02ee4c"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a045aee89e3946173878292d82c02ee4c">activeHeight</a><code> [get]</code></td></tr>
<tr class="memdesc:a045aee89e3946173878292d82c02ee4c"><td class="mdescLeft">&#160;</td><td class="mdescRight">UI Root's active height, based on the size of the screen.  <a href="#a045aee89e3946173878292d82c02ee4c">More...</a><br /></td></tr>
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<tr class="memitem:a5d0859d909705374f0081dcb4a984ac4"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_root.html#a5d0859d909705374f0081dcb4a984ac4">pixelSizeAdjustment</a><code> [get]</code></td></tr>
<tr class="memdesc:a5d0859d909705374f0081dcb4a984ac4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pixel size adjustment. Most of the time it's at 1, unless the scaling style is set to FixedSize.  <a href="#a5d0859d909705374f0081dcb4a984ac4">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This is a script used to keep the game object scaled to 2/(Screen.height). If you use it, be sure to NOT use <a class="el" href="class_u_i_ortho_camera.html" title="Convenience script that resizes the camera&#39;s orthographic size to match the screen size...">UIOrthoCamera</a> at the same time. </p>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a class="anchor" id="ab4bdcf4a30bcf1e31d8e74d1e907d88fa13b303a6c0d90897b5375ce901acc445"></a>Flexible&#160;</td><td class="fielddoc">
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<h2 class="groupheader">Member Function Documentation</h2>
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<p>Broadcast the specified message to the entire UI. </p>

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<p>Broadcast the specified message to the entire UI. </p>

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<p>Helper function that figures out the pixel size adjustment for the specified game object. </p>

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<p>Calculate the pixel size adjustment at the specified screen height value. </p>

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<h2 class="groupheader">Member Data Documentation</h2>
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<p>Whether the final value will be adjusted by the device's DPI setting. Used when the Scaling is set to Pixel-Perfect. </p>

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<p>When Constraint is on, controls whether the content must be restricted vertically to be at least 'Manual Height' tall. </p>

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<p>When Constraint is on, controls whether the content must be restricted horizontally to be at least 'manualWidth' wide. </p>

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<p>List of all UIRoots present in the scene. </p>

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<p>Height of the screen when the scaling style is set to FixedSize or Flexible. </p>

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<p>Width of the screen, used when the scaling style is set to Flexible. </p>

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<p>If the screen height goes above this value, it will be as if the scaling style is set to Fixed Height with manualHeight of this value. </p>

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<p>If the screen height goes below this value, it will be as if the scaling style is set to FixedSize with manualHeight of this value. </p>

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          <td class="memname"><a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88f">Scaling</a> UIRoot.scalingStyle = Scaling.Flexible</td>
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<p>Type of scaling used by the <a class="el" href="class_u_i_root.html" title="This is a script used to keep the game object scaled to 2/(Screen.height). If you use it...">UIRoot</a>. </p>

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<p>If set and the game is in portrait mode, the UI will shrink based on the screen's width instead of height. Used when the Scaling is set to Pixel-Perfect. </p>

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<h2 class="groupheader">Property Documentation</h2>
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<p>UI Root's active height, based on the size of the screen. </p>

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          <td class="memname"><a class="el" href="class_u_i_root.html#ab4bdcf4a30bcf1e31d8e74d1e907d88f">Scaling</a> UIRoot.activeScaling</td>
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<p>Active scaling type, based on platform. </p>

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          <td class="memname"><a class="el" href="class_u_i_root.html#a108ca92ce7dd5aab641b118b910c0f4d">Constraint</a> UIRoot.constraint</td>
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<p>When the UI scaling is constrained, this controls the type of constraint that further fine-tunes how it's scaled. </p>

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<p>Pixel size adjustment. Most of the time it's at 1, unless the scaling style is set to FixedSize. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/Projects/NGUI/Assets/NGUI/Scripts/UI/<a class="el" href="_u_i_root_8cs.html">UIRoot.cs</a></li>
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